 include('shared.lua') 
   
 ENT.RenderGroup = RENDERGROUP_BOTH 
   
 /*--------------------------------------------------------- 
    Name: Draw 
    Desc: Draw it! 
 //-------------------------------------------------------*/ 
 function ENT:Draw() 
 	self.Entity:DrawModel() 
 end 
   
 /*--------------------------------------------------------- 
    Name: DrawTranslucent 
    Desc: Draw translucent 
 //-------------------------------------------------------*/ 
 function ENT:DrawTranslucent() 
   
 	// This is here just to make it backwards compatible. 
 	// You shouldn't really be drawing your model here unless it's translucent 
   
 	self:Draw() 
 	 
 end 
   
 /*--------------------------------------------------------- 
    Name: BuildBonePositions 
    Desc:  
 //-------------------------------------------------------*/ 
 function ENT:BuildBonePositions( NumBones, NumPhysBones ) 
   
 	// You can use this section to position the bones of 
 	// any animated model using self:SetBonePosition( BoneNum, Pos, Angle ) 
 	 
 	// This will override any animation data and isn't meant as a  
 	// replacement for animations. We're using this to position the limbs 
 	// of ragdolls. 
 	 
 end 
   
   
   
 /*--------------------------------------------------------- 
    Name: SetRagdollBones 
    Desc:  
 //-------------------------------------------------------*/ 
 function ENT:SetRagdollBones( bIn ) 
   
 	// If this is set to true then the engine will call  
 	// DoRagdollBone (below) for each ragdoll bone. 
 	// It will then automatically fill in the rest of the bones 
   
 	self.m_bRagdollSetup = bIn 
   
 end 
   
   
 /*--------------------------------------------------------- 
    Name: DoRagdollBone 
    Desc:  
 //-------------------------------------------------------*/ 
 function ENT:DoRagdollBone( PhysBoneNum, BoneNum ) 
   
 	// self:SetBonePosition( BoneNum, Pos, Angle ) 
 	 
 end